Note. The mod supporting and development have been paused since I finished playing Cyberpunk 2077. It will be resumed when I'll play the game next time.
with the new update doesn't displays the tier correctly sometimes... says "tier 2/ iconic" when it should say "2+ iconic" and so on. but work as intended.
Just another idea hit me: Is it possible that we receive the installed mods when we disassemble weapons?
At the moment it's tedious to collect mods, because:
I have to locate the weapon that I want to disassemble and that has mods installed (tedious, as re-entering the selection screen always jumps the list to the top again)
Is there anyway to bypass the restriction to upgrade only weapons without attachments? There are some things that put a bonus to an item and the mod is recongnizing it as an attachment and blocking its upgrade.
There are some strange numbers after upgrading (previous version, just saw the new update now). Game version 2.1, no other mods that should affect weapon stats. Upgrading my first white Unity I got in a new game to 5++ increased its damage to 700+ Overture 360+ Burya 550+ Nue 260+ Tamayura 260+ Psalm 11:6 233
Starting iconic Katana 400+ Neurotoxin knife: 239
Any chance to "fix" these to non-game breaking values, or just drop them?
Screenshot: https://ibb.co/jbnfy2Q
Edit: upgraded a white katana with v2.6, damage is 443 at 5++.
It's quite easy. The mod's leveling scales much faster than the the game's leveling (damage increase faster).
So if you find a T5 item (T5), you can upgrade that twice, to T5++ (or, newest addition, keep upgrading T5++ even longer, until weapon reaches certain damage threshold, as stated in the latest mod's patch notes).
BUT, if you craft a T1 weapon, level that up through every step (T1+, T1++, T2, T2+, T2++ etc), when you reach T5, it will have at least TWICE (sometimes even 3x) the damage of the T5 item you found. Now, you can still upgrade that even further, until T5++.
I have got 3 Unity pistols, each is upgraded to T5++: The one I found as T5+ has 155 damage. The one I found as T5 as 163 damage. The one I crafted as T1 and leveled it up all the way to T5++ now has a whopping 282 damage.
As automatic weapons with high rate of fire have an even steeper damage increase curve, examples with - for example - the Saratoga will be even crasser.
I'm not sure if I like the way this mod can level weapons beyond T5++ (as long as their damage is lower than that threshold)... I have to 'feel' about that some more.
But I definitely LOVE the aspect, that if you build a gun from ground up, spend all the resources to make it perfect, it really has a big influence on the weapon's performance, compared to a factory-built (or collected) gun with some minor tweaks (T5 to T5++).
What I'd like even more is to have different damage increase, depending on your Technical Ability score. Number cruncher: as this is exponential, each level in TA should give an increase of 0.1% (0.001 decimal) to each upgrade step. (The author already has put damage multipliers in place, depending on gun and level, multiply those with that factor I'm proposing).
0.001 seems like reeaally minute, but again, exponential, in the end the numbers show a real difference: For a Technical Ability of 15 (max), it would be a step-wise increase of 1.5%, and a total increase of 23.2%. (1.015^14) For a TA of 3 (min), that would be a step-wise increase of 0.3%, and a total increase of 4%. (1.003^14) Where does the ^14 come from? Levels T1 to T5++ are 15 levels, so 14 upgrades (steps). So each time you upgrade, you multiply the value by 1.015.
At the beginning of the game, well not from a start ofc, found a D5 Sidewinder, and uprgaded it to maximum (5++). After that I saw a lot of same weapons and just for fun upgraded some of them. Any other D5 Sidewinder I upgraded, got about 180-230 damage, but the first one have 313 damage. And yeah, it became an overpowered assault rifle. I don't use any mods for weapons or upgrades, or something that might interfere with normal work of this mod. So - just FYI. I think that restrictions removal aren't work. I uprgaded some weapons only to 5++ and they disappeared from menu. And then I upgraded some other weapons, and they upgraded about 4-7 times more after getting 5++. And yeah, I can't understand any restictions, except amount of upgrades. For example, 5++ can be upgraded 1 time more for SG, 2 times for SR, 3 times for HMG, AR and SMG. And 4 times for pistols and melee weapons. I think it's more convienent than damage restrictions. And yeah, restrictions in amount of components is the best way. Uprgade your weapon 10 times and get an amount of 999+ components needed to upgrade once more.
Why are there restrictions? I just don't see any point in restrictions. Just a subsequent + Increase in the progression of the cost of improvement. Thus. the first + costs 50 mate, ++ 100 mate. +++ 200,++++ 400,+++++ 800. in this way. Increase the damage step to ++ by 15% of the original damage. And further improvements can be increased by 2% of the total damage. Who cheats, he just wants a fan. Who wants immersion and reinforcement. It will give motivation to dive into the game in more detail. And I also want Weapons after ++, improvements to + ++... It was worth the Money. Or immediately, In addition to the materials, the cost is also in money. And each subsequent Step also cost exponentially. in this way. +++ it costs an improvement of 100k. ++++ costs 200k,+++++ costs 400k .
The thing is, I want to see it more interesting. I have mods for installation, removal, reinstallation, purchase of implants, scripts. Car fees, subway fares, accident fees. The teleportation fee. The only thing missing is the daily car rental fee. and also different little things.
If you have a weapon with unreal huge damage and can kill any boss in one mouse click then it's starting to look like that you call the console and enter the "kill all" cheat. This is not a goal of the mod. p.s. In last 2.5 version you can upgrade the weapon regardless of its damage if the weapon has not reached the maximum tier (tier 5++).
Is the damage numbers supposed to be DPS? Since we cant see those any more so its quite confusing. And how is letting us upgrade the damage even tho its t5++ not the exact same thing as adding more upgrade tiers past t5++? Its just a visual thing, plus it would be in line with the vanilla progression and immersive.
Is there any way to add an option to learn an items crafting recipe from disassembling it? Would love to be able to craft the Malorian, with Preem Weaponsmith
I got you G Paste this in CET console. I could be wrong here, but it should pops up in the common section. If not, probably at whatever rarity Malorian is in by default
NewID = "Items.Preset_Silverhand_3516" ; Game.GetScriptableSystemsContainer():Get("CraftingSystem"):GetPlayerCraftBook():AddRecipe(NewID)
You can add recipes of any weapon regardless of if there is an actual recipe in game for it or not using this code as template, just replace the X with their base ID NewID = "X" ; Game.GetScriptableSystemsContainer():Get("CraftingSystem"):GetPlayerCraftBook():AddRecipe(NewID)
I dont know if its a feature or its my problem, but if i upgrade my unity from common, i end up with rank 4+ (not legendary++). Cannot upgrade any more. Stats are fairly high, so i think, i reach the limit. Game ver. 2.02 (dont want to update yet via steam) Mod ver: newest.
I agree with chumba. I have the same. The slot machine has reached 4++ and that's it. Then there was a glitch a couple of times. Damage increases by 4 units per +. And as a result, I rebooted several times. But the limit of the automaton is 4++. The Hail is Legendary up to 5++. The explosive pistol with one bullet Gave maximum Damage at level 5 186. And he doesn't give it anymore. At 5+, the improvement simply disappeared from view. The machine remained in Improvement. But it is blocked. Level 48 of the character. There is a necessary perk.
63 comments
At the moment it's tedious to collect mods, because:
Is there anyway to bypass the restriction to upgrade only weapons without attachments?
There are some things that put a bonus to an item and the mod is recongnizing it as an attachment and blocking its upgrade.
Upgrading my first white Unity I got in a new game to 5++ increased its damage to 700+
Overture 360+
Burya 550+
Nue 260+
Tamayura 260+
Psalm 11:6 233
Starting iconic Katana 400+
Neurotoxin knife: 239
Any chance to "fix" these to non-game breaking values, or just drop them?
Screenshot:
https://ibb.co/jbnfy2Q
Edit: upgraded a white katana with v2.6, damage is 443 at 5++.
So if you find a T5 item (T5), you can upgrade that twice, to T5++ (or, newest addition, keep upgrading T5++ even longer, until weapon reaches certain damage threshold, as stated in the latest mod's patch notes).
BUT, if you craft a T1 weapon, level that up through every step (T1+, T1++, T2, T2+, T2++ etc), when you reach T5, it will have at least TWICE (sometimes even 3x) the damage of the T5 item you found. Now, you can still upgrade that even further, until T5++.
I have got 3 Unity pistols, each is upgraded to T5++:
The one I found as T5+ has 155 damage.
The one I found as T5 as 163 damage.
The one I crafted as T1 and leveled it up all the way to T5++ now has a whopping 282 damage.
As automatic weapons with high rate of fire have an even steeper damage increase curve, examples with - for example - the Saratoga will be even crasser.
I'm not sure if I like the way this mod can level weapons beyond T5++ (as long as their damage is lower than that threshold)... I have to 'feel' about that some more.
But I definitely LOVE the aspect, that if you build a gun from ground up, spend all the resources to make it perfect, it really has a big influence on the weapon's performance, compared to a factory-built (or collected) gun with some minor tweaks (T5 to T5++).
What I'd like even more is to have different damage increase, depending on your Technical Ability score.
Number cruncher: as this is exponential, each level in TA should give an increase of 0.1% (0.001 decimal) to each upgrade step. (The author already has put damage multipliers in place, depending on gun and level, multiply those with that factor I'm proposing).
0.001 seems like reeaally minute, but again, exponential, in the end the numbers show a real difference:
For a Technical Ability of 15 (max), it would be a step-wise increase of 1.5%, and a total increase of 23.2%. (1.015^14)
For a TA of 3 (min), that would be a step-wise increase of 0.3%, and a total increase of 4%. (1.003^14)
Where does the ^14 come from? Levels T1 to T5++ are 15 levels, so 14 upgrades (steps). So each time you upgrade, you multiply the value by 1.015.
After that I saw a lot of same weapons and just for fun upgraded some of them. Any other D5 Sidewinder I upgraded, got about 180-230 damage, but the first one have 313 damage. And yeah, it became an overpowered assault rifle. I don't use any mods for weapons or upgrades, or something that might interfere with normal work of this mod. So - just FYI.
I think that restrictions removal aren't work. I uprgaded some weapons only to 5++ and they disappeared from menu. And then I upgraded some other weapons, and they upgraded about 4-7 times more after getting 5++.
And yeah, I can't understand any restictions, except amount of upgrades. For example, 5++ can be upgraded 1 time more for SG, 2 times for SR, 3 times for HMG, AR and SMG. And 4 times for pistols and melee weapons. I think it's more convienent than damage restrictions. And yeah, restrictions in amount of components is the best way. Uprgade your weapon 10 times and get an amount of 999+ components needed to upgrade once more.
I just don't see any point in restrictions.
Just a subsequent + Increase in the progression of the cost of improvement. Thus. the first + costs 50 mate, ++ 100 mate. +++ 200,++++ 400,+++++ 800.
in this way. Increase the damage step to ++ by 15% of the original damage. And further improvements can be increased by 2% of the total damage. Who cheats, he just wants a fan. Who wants immersion and reinforcement. It will give motivation to dive into the game in more detail. And I also want Weapons after ++, improvements to + ++... It was worth the Money. Or immediately, In addition to the materials, the cost is also in money. And each subsequent Step also cost exponentially. in this way. +++ it costs an improvement of 100k. ++++ costs 200k,+++++ costs 400k .
The thing is, I want to see it more interesting. I have mods for installation, removal, reinstallation, purchase of implants, scripts. Car fees, subway fares, accident fees. The teleportation fee. The only thing missing is the daily car rental fee. and also different little things.
p.s.
In last 2.5 version you can upgrade the weapon regardless of its damage if the weapon has not reached the maximum tier (tier 5++).
ps. Does this only work on iconics?
Paste this in CET console. I could be wrong here, but it should pops up in the common section. If not, probably at whatever rarity Malorian is in by default
NewID = "Items.Preset_Silverhand_3516" ; Game.GetScriptableSystemsContainer():Get("CraftingSystem"):GetPlayerCraftBook():AddRecipe(NewID)
You can add recipes of any weapon regardless of if there is an actual recipe in game for it or not using this code as template, just replace the X with their base ID
NewID = "X" ; Game.GetScriptableSystemsContainer():Get("CraftingSystem"):GetPlayerCraftBook():AddRecipe(NewID)
Game ver. 2.02 (dont want to update yet via steam)
Mod ver: newest.
Dont know if it matters, but i have preem weaponsmith and enhanced craft mods.